vlj
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5878cb35ec
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Implement runtime detection of srgb bindless fix
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2014-08-28 22:02:12 +02:00 |
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Vincent Lejeune
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6ac3d69471
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Play with bindless textures
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2014-08-22 23:48:28 +02:00 |
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Vincent Lejeune
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d961a9a8bc
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Fix vertex color for object_pass2
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2014-07-08 01:35:04 +02:00 |
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vlj
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d5c91dcfe4
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Remove Untextured material.
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2014-07-02 22:37:51 +02:00 |
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vlj
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79c6424703
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Use specularmap as glossiness map.
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2014-04-07 21:35:09 +02:00 |
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Vincent Lejeune
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340eaa9352
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Factorize getLightFactor
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2014-03-21 18:36:47 +01:00 |
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Vincent Lejeune
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af862cb6c5
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#version autoadded to shaders and turn some v120
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2014-02-28 17:29:05 +01:00 |
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Vincent Lejeune
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0243546e4d
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Use an openGL 3.3 compatibility context when available.
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2014-02-12 22:16:10 +01:00 |
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Marianne Gagnon
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30011be115
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My tweaks to SSAO, to improve randomness and final blending
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2014-01-25 22:03:47 -05:00 |
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Vincent Lejeune
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8b5df4143f
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Fix attempt for black objects.
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2014-01-26 01:56:08 +01:00 |
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Vincent Lejeune
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88561aa838
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STKMesh: Implement (single) texture detail support for objectpass shaded objects.
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2014-01-26 01:33:13 +01:00 |
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samuncle
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5efa395acb
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SSAO is stronger now
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2014-01-21 20:06:06 +01:00 |
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Vincent Lejeune
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859be83074
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Explicitly define fragment exported values.
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2014-01-19 19:31:00 +01:00 |
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Vincent Lejeune
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fb6649eaad
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texture2D is deprecated, use texture instead
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2014-01-19 18:53:35 +01:00 |
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vlj
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6ac970d9a3
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STKMesh: Use SSAO
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2014-01-16 23:14:59 +01:00 |
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Vincent Lejeune
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c7fe307a52
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LightPrepass: Split the rendering in 2 phases.
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2014-01-16 17:51:33 +01:00 |
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